/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2022 Jon Beniston, M7RCE // // Copyright (C) 2016 Edouard Griffiths, F4EXB // // // // This program is free software; you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation as version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License V3 for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // /////////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #ifdef ANDROID #include #endif #include "gui/glshadercolormap.h" #include "util/colormap.h" GLShaderColorMap::GLShaderColorMap() : m_program(nullptr), m_vao(nullptr), m_verticesBuf(nullptr), m_colorMapTexture(nullptr), m_colorMapTextureId(0), m_vertexLoc(0), m_matrixLoc(0), m_colorMapLoc(0), m_scaleLoc(0), m_alphaLoc(0), m_useImmutableStorage(true) { } GLShaderColorMap::~GLShaderColorMap() { cleanup(); } void GLShaderColorMap::initializeGL(int majorVersion, int minorVersion) { initializeOpenGLFunctions(); m_useImmutableStorage = useImmutableStorage(); qDebug() << "GLShaderColorMap::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage; m_program = new QOpenGLShaderProgram; if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3))) { if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap)) { qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap)) { qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log(); } m_vao = new QOpenGLVertexArrayObject(); m_vao->create(); m_vao->bind(); } else { if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceColorMap2)) { qDebug() << "GLShaderColorMap::initializeGL: error in vertex shader: " << m_program->log(); } if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColorMap2)) { qDebug() << "GLShaderColorMap::initializeGL: error in fragment shader: " << m_program->log(); } } m_program->bindAttributeLocation("vertex", 0); if (!m_program->link()) { qDebug() << "GLShaderColorMap::initializeGL: error linking shader: " << m_program->log(); } m_program->bind(); m_vertexLoc = m_program->attributeLocation("vertex"); m_matrixLoc = m_program->uniformLocation("uMatrix"); m_colorMapLoc = m_program->uniformLocation("colorMap"); m_scaleLoc = m_program->uniformLocation("scale"); m_alphaLoc = m_program->uniformLocation("alpha"); if (m_vao) { m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw); m_verticesBuf->create(); m_vao->release(); } m_program->release(); } void GLShaderColorMap::initColorMapTexture(const QString &colorMapName) { if (m_useImmutableStorage) { initColorMapTextureImmutable(colorMapName); } else { initColorMapTextureMutable(colorMapName); } } void GLShaderColorMap::initColorMapTextureImmutable(const QString &colorMapName) { if (!m_colorMapTexture) { m_colorMapTexture = new QOpenGLTexture(QOpenGLTexture::Target2D); m_colorMapTexture->setFormat(QOpenGLTexture::RGB32F); m_colorMapTexture->setSize(256, 1); m_colorMapTexture->allocateStorage(); m_colorMapTexture->setMinificationFilter(QOpenGLTexture::Linear); m_colorMapTexture->setMagnificationFilter(QOpenGLTexture::Linear); m_colorMapTexture->setWrapMode(QOpenGLTexture::ClampToEdge); } GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName); if (colorMap) { m_colorMapTexture->setData(QOpenGLTexture::RGB, QOpenGLTexture::Float32, colorMap); } else { qDebug() << "GLShaderColorMap::initColorMapTextureImmutable: colorMap " << colorMapName << " not supported"; } } void GLShaderColorMap::initColorMapTextureMutable(const QString &colorMapName) { if (m_colorMapTextureId) { glDeleteTextures(1, &m_colorMapTextureId); m_colorMapTextureId = 0; } glGenTextures(1, &m_colorMapTextureId); glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); // Use 2D texture as 1D not supported in OpenGL ES on ARM GLfloat *colorMap = (GLfloat *)ColorMap::getColorMap(colorMapName); if (colorMap) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 1, 0, GL_RGB, GL_FLOAT, colorMap); } else { qDebug() << "GLShaderColorMap::initColorMapTextureMutable: colorMap " << colorMapName << " not supported"; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, QOpenGLTexture::Repeat); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, QOpenGLTexture::Repeat); } void GLShaderColorMap::drawSurfaceStrip(const QMatrix4x4& transformMatrix, GLfloat *vertices, int nbVertices, float scale, float alpha) { QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); m_program->bind(); m_program->setUniformValue(m_matrixLoc, transformMatrix); if (m_useImmutableStorage) { m_colorMapTexture->bind(); } else { glBindTexture(GL_TEXTURE_2D, m_colorMapTextureId); } m_program->setUniformValue(m_colorMapLoc, 0); // Texture unit 0 for color map m_program->setUniformValue(m_scaleLoc, scale); m_program->setUniformValue(m_alphaLoc, alpha); if (m_vao) { m_vao->bind(); m_verticesBuf->bind(); m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT)); m_program->enableAttributeArray(m_vertexLoc); m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, 2); } else { f->glEnableVertexAttribArray(m_vertexLoc); f->glVertexAttribPointer(m_vertexLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices); } f->glEnable(GL_BLEND); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f->glDrawArrays(GL_TRIANGLE_STRIP, 0, nbVertices); if (m_vao) { m_vao->release(); } else { f->glDisableVertexAttribArray(m_vertexLoc); } m_program->release(); } void GLShaderColorMap::cleanup() { delete m_program; m_program = nullptr; delete m_vao; m_vao = nullptr; delete m_verticesBuf; m_verticesBuf = nullptr; delete m_colorMapTexture; m_colorMapTexture = nullptr; if (!QOpenGLContext::currentContext()) { return; } if (m_colorMapTextureId) { glDeleteTextures(1, &m_colorMapTextureId); m_colorMapTextureId = 0; } } bool GLShaderColorMap::useImmutableStorage() { QOpenGLContext* ctx = QOpenGLContext::currentContext(); QSurfaceFormat sf = ctx->format(); if (sf.version() >= qMakePair(4, 2) || ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage")) || ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage"))) { void (QOPENGLF_APIENTRYP glTexStorage2D)( GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height); glTexStorage2D = reinterpret_cast(ctx->getProcAddress("glTexStorage2D")); int data = 0; GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data); GLenum err = glGetError(); glDeleteTextures(1, &textureId); return err == GL_NO_ERROR; } return false; } const QString GLShaderColorMap::m_vertexShaderSourceColorMap2 = QString( "uniform highp mat4 uMatrix;\n" "attribute highp vec4 vertex;\n" "varying highp float y;\n" "void main() {\n" " gl_Position = uMatrix * vertex;\n" " y = vertex.y;\n" "}\n" ); const QString GLShaderColorMap::m_vertexShaderSourceColorMap = QString( "#version 330\n" "uniform highp mat4 uMatrix;\n" "in highp vec4 vertex;\n" "out float y;\n" "void main() {\n" " gl_Position = uMatrix * vertex;\n" " y = vertex.y;\n" "}\n" ); const QString GLShaderColorMap::m_fragmentShaderSourceColorMap2 = QString( "uniform highp float alpha;\n" "uniform highp float scale;\n" "uniform highp sampler2D colorMap;\n" "varying highp float y;\n" "void main() {\n" " gl_FragColor = vec4(texture2D(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n" "}\n" ); const QString GLShaderColorMap::m_fragmentShaderSourceColorMap = QString( "#version 330\n" "uniform float alpha;\n" "uniform float scale;\n" "uniform sampler2D colorMap;\n" "in float y;\n" "out vec4 fragColor;\n" "void main() {\n" " fragColor = vec4(texture(colorMap, vec2(1.0-(y/scale), 0)).rgb, alpha);\n" "}\n" );